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New Unity
Government
About this book
This is the first sourcebook for Macross 2050. It contains more in-depth
information about the Earth United Nations/New Unity Government and their forces,
troops, and mecha. It will contain minimal information about the Zentraedi for playing
micronized Zentraedi in the UN Spacy forces (for further details on the Zentraedi, see
Sourcebook 2 – Protoculture).
Chapters
Chapter 1 – The New Unity Government
Chapter 2 – Ranks and Divisions of the UN
Chapter 3 – Character Information
Chapter 4 – UN Military Mecha
Chapter 5 – UN Military Capital Ships & Fleets
Chapter 6 – UN Installations
Chapter 7 – UN Tactical School
Chapter 8 – Codenames and Unofficial Designations
Chapter 9 – Design Notes
* 2001, January
Establishment of Earth U.N. Forces. Inauguration of Earth U.N. Government.
Founding Prime Minister, Harlan J. Niven [Niiben (sic)].
* 2005, April 14
Founding Earth U.N. Government Prime Minister [representative] Harlan J.
Niven [Niiben (sic)] is assassinated. Robert A. Rhysnink [Rhysling] is installed as his
successor.
* 2009, February 11
Earth's annihilation. UNG primarily destroyed.
* 2009, March
Conclusion of Space <Stellar> War I. Earth atmospheric purification operation
begins. A total of several hundred thousand <to approximately one million> survivors
confirmed in the Grand Cannons (I) III and V, the Lunar surface's Apollo Base, onboard
the SDF-1 Macross and the space colony clusters [bunches]. UN Spacy assists in
reconstruction of the civilian UNG.
* 2010, April
Establishment of new U.N. Government Education programs for Zentraedi begin.
Micronization processing of Zentraedi applicants begins.
* 2030, April
Dancing Skulls Squadron was sent on a mission to rescue "the UN Chairperson"
Lawrence Yun Kemal.
Structure of the UN
The UNG is based loosely on the old United Nations of the pre-annihilation earth.
The largest difference is that the UNG is lead by a Prime Minister who oversees the
General Assembly. Thus the structure looks a bit like this:
Though the general assembly is supposed to have control of the UN Armed Forces, due
to history, politics and other circumstances, it is often the opposite way around. This is
one of the prime motivations that the various Anti-UN groups have towards their
disagreement(s) with the UNG.
UN Spacy Facilities
North American Sector
The main UN Spacy HQ is located in the SDF-1 in Macross City, east of the
Grand Cannon I in Alaska. Just outside of Macross City is the main UN Armed Forces
Academy. While this is the largest training facility, it certainly is not the only one. Most
colonies have a training center, and almost all fleets have a Beginhill training ship. This
branch supervises the entire North and Central American continent and surrounding
islands, and serves as the main HQ of all UN facilities and fleets throughout the galaxy.
European Sector
This sector supervises the European and Slavic territories.
Asian Sector
The UN has a Far East Command Center located in the rebuilt city of Yokohama,
Japan. This branch supervises Japan, China, India, Russia and surrounding areas.
African Sector
The Grand Cannon III is located in Victoria, Africa. This branch supervises all of
Africa and eastern Mediterranean area.
Australian Sector
The ruins of the Grand Cannon II are located in Australia. This branch supervises
Australia and the surrounding islands/ocean.
Lunar Sector
On the moon there is the ruins of the Grand Cannon IV and the Apollo Base as
well as the rebuilt Protoculture automated satellite. The Apollo Base and the factory
satellite produce the bulk of the UN military’s ships and mecha. It is from here that the
bulk of the UN military gets its mecha and capital ships.
The plans for the VF-X-3 as well as chief Valkyrie designer Chris J. Takatoku
were lost when the Grand Cannon was destroyed in Boddole Zer’s attack.
Eden Colony
The planet Eden is host to the New Edwards Test Flight Center, where all new
variable fighters models are tested out.
Susia Colony
There is a UN weapons research facility on this colony planet.
Enrollment
Enlisted Officer
Rank 0 – Buck Private Rank 1 – 2nd Lieutenant
Rank 1 – Private Rank 2 – 1st Lieutenant
st
Rank 2 – Private 1 Class Rank 3 – Captain
Rank 3 – Corporal Rank 4 – Major
Rank 4 – Sergeant Rank 5 – Lieutenant Colonel
Rank 5 – Staff Sergeant Rank 6 – Colonel
Rank 6 – Sergeant 1st Class Rank 7 – Brigadier General
Rank 7 – Master Sergeant Rank 8 – Major General
Rank 8 – Sergeant Major Rank 9 – Lieutenant General
Rank 9 – Master Sergeant Major Rank 10 – General
Rank 10 – Master Sergeant Major of the Army
1) Enlisted personnel should not exceed Sergeant 1st Class, while officers should not
exceed Major (PCs only).
2) There can be multiple Corporals or even Sergeants in a squadron, but there can
never be more than one Sergeant Major or officer. There is only one Master
Sergeant Major of the Army, and you aren’t him.
3) The squad leader may be up to one rank below the highest ranking member if he
has more combat experience.
4) Specially assigned personnel must bow to the team leader even if they are of
higher rank than the leader.
5) Ranks over Sergeant 1st Class and Major typically mean an administrative
position at a military base or outpost.
Rank Insignia
Below shows the insignia for various ranks.
UN Military Uniform Code of Conduct
1) All personnel shall be deemed equal in all matters regardless of social status, race,
sex, age, previous non-UN military experience, religion, nationality, physical or
mental debilities, previous occupation and sexual preference.
2) All personnel shall act in a manner conductive to the UN military behavioral
guidelines. In unspecified cases, personnel shall act in a manner that is most likely
to fit within galactic morality.
3) Regardless if personnel successfully completes training, no information
concerning any of the practices, procedures or any other constituents of the UN
training program are to be divulged unless proper clearance of recipient is known
and verifiable.
4) All personnel shall serve the UN loyally and disregard any previous loyalties such
as nationality, race or religion. While the UN recognizes the importance of those
factors have in establishing present and previous bonds, they must remain
secondary to the cause of the UN Government.
5) All personnel shall be held to an internal honor system whereby they are to report
any other personnel who has, in any way, degraded the code of ethics set down by
the UN.
6) All personnel, once completing training, agree to serve in any capacity assigned
by the UN for a period of not more than four years. Future reenlistment status
shall fall under the standard UN rules and regulations.
Military Etiquette
As with a great deal of the UN military tradition, military etiquette is very similar
to that used by many countries before Space War I.
How to Salute
The right hand is brought up from the side of the body fully out and then up until
the tip of the forefinger touches the lower part of the head-dress(hat) if worn or slightly to
the right of the right eye, with the hand flat and facing downwards. Ensure that the head
is turned towards the person being saluted. To finish the salute, the hand and arm are
dropped straight down to the side of the body, and not out and then down as if in reverse
of the initial part of the salute. If appropriate you should address person being saluted
with "Good Morning/afternoon/evening Sir or Ma'am". In the UN Navy and Space Navy,
officers below the rank of commander are usually addressed as "Mister" or "Miss"
depending on the situation. Officers at or above the rank of commander are addressed by
their rank i.e.. "Good morning Commander Ichijyo" or "Good afternoon General
Hayase". It is perfectly acceptable to simply refer to the person being salute as "Sir",
especially if unsure of their name. The salute is not dropped until it has been returned or
the person is out of range/sight.
When to Salute
Salutes should be given 6 to 30 paces away from the recipient of the salute. If
running, slow down to a walk prior to saluting. Always face the person that you are
saluting. If you are engaging in a conversation with a person that you should salute, then
remember to start and finish the conversation with a salute.
When boarding a ship it is customary to salute the Officer on Deck, and say
"Request permission to come aboard Sir" to the Officer on Deck. Traditionally on UN
Navy ships you would then come aboard the ship and turn towards the stern to salute the
Ensign,(flag.) On many UN Navy ships there is no actual Ensign flag there but the
tradition still remains. The tradition of saluting the Ensign is not done on UN Spacy
ships. The Ensign is not in fact the symbol of the UN kite, but the emblem of the UN
Government. When leaving the ship you would also salute the Ensign (if on a UN Navy
vessel) and salute the Officer on Deck, and "Request permission to go ashore Sir".
At any point that the flag on a base or ship is lowered (reveille or last post) then you
would turn to face the flag and salute it. On ground side bases this normally happens at
Sunrise and Sunset.
During a Military Funeral in Uniform, you will salute during the following:
The casket being moved
When the casket is being lowered into the grave
During the firing of the volley
When 'Last post' is being sounded (Single bugle)
Navy and Spacy personnel commonly have different areas that constitute
‘indoors’ and ‘outdoors’ so personnel are only required to salute when off ship, entering
or leaving the ship, or ‘on deck’. On any other area of the ship they are required to come
to attention.
If seated, come to a standing Attention position and salute. Do not do it again
until instructed to do so.
Saluting indoors is not usually done, unless of course you are reporting for duty to
an officer whilst indoors, or the indoor area is being used as though it were an outdoor
area, (award ceremonies, parade drills, exercise, etc.)
Pilots’ Salute
If a pilot wishes to give a salute there are two ways that he can do this. One is
whilst he is still on the ground and constitutes the standard salute. The other is what is
commonly known as the wing salute. This salute is where the pilot in flight salutes with
the wings of the plane, first letting the right wing dip, then the left wing, and then the
right again. This is normally used as a way of signaling to someone on the ground that
they have been spotted, (Search and Rescue,) or that their message has been received, or
as a sign of respect.
On Board Ship
On board a ship, be it UN Navy or UN Spacy, the ship has different rules
depending on where you are. Located below are some examples of the areas of the ship,
and the specific rules that apply to them.
Bridge
The Bridge of a ship is considered to indoors, and thus saluting is not required,
except of course when reporting for duty. Regardless of the Ships Captains rank, they are
always referred to as Captain on the Bridge, even if of a rank lower or higher than
Captain.
Flight Deck/Hanger Bay
The Flight Decks and Hanger bays are considered to be out of doors, and thus
saluting is normal, especially as it is quite common for hanger bays and flight decks to be
used for drill practice or as exercise yards by personnel.
Mess Halls
Mess halls, and especially the Officers Wardroom, are not saluting areas, yet
personnel are required to attend in uniform, unless given specific permission in advance
that they are excused from wearing uniform. Headwear is to be removed before entering
the wardroom also.
Squadron Ready Rooms
The homes and hiding places of most pilots when they aren't sleeping or flying,
the Squadron ready rooms are busy places with briefings and debriefings taking place
regularly, and the Squadron Officer making a note of which Squadrons, and aircraft are in
the air, on the deck, or in for repairs. The ready rooms are considered to be indoors and
saluting is not done here.
Living/Sleeping Quarters
Where its NCO or Officers Country the Sleeping quarters are an area that is
considered to be more relaxed than the rest of the ship, as all personnel are supposed to
feel comfortable here. Saluting is not expected, in fact even if it were so NCO's are not
permitted into Officer country, and Officers are not expected into NCO country, unless
either has official business.
VF Squadron Structure
Each squadron has four teams, with each team consisting of a team leader and two
wingmen. Each pair of teams is grouped into a squadron lead by an ace pilot. A flight
leader commands two squadrons, for a total of 15 VFs per squadron. Update the
following chart with the appropriate variable fighters of the current campaign time.
Standard reconnaissance and patrols are a single wing.
Elite units typically only have 3 members, the commander in a command variant
and two wingmen in standard variants. One good example is the Macross 7 fleet’s
Emerald Force, containing two VF-19F and the commander’s VF-19S. The VF-22 is
almost always used solo for special operations and surgical strikes.
VF Squadron Designations
Each squadron has an insignia call name, although they also have an official
designation according to their UN Division affiliation as follows. For example, the SVF-
03 squadron might be commonly known as the Blue Liquor squadron.
UN Spacy UN Navy UNSM UNAF/UNSAF
Fighter SVF VF VMF TFW
Attack SVA VA VMA TAW
Fighter/Attack SVFA VFA VMFA TFAW
AWAC SVAW VAW VMAW TWAW
Electronic Warfare SVAQ VAQ VMAQ TAQ
Recon SVQ VQ VMQ TQ
SVT VT VMT TW
Infantry Structure
Infantry units, called platoons, consist of 30 troops broken down into 6 fire teams
of 4 personnel and a command unit of 6 personnel. Structure like this can be used for any
ground-based unit whether they are UN Space Marines or UN Army soldiers. If the
infantry is expecting to combat mecha, the marines in each fire team will be armed with
one or two anti-mecha rocket launchers. The typical command section consists of a
platoon commanding officer and his assistant, a communications trooper, a medic and a
heavy weapons trooper carrying a heavy machinegun. Below is the standard breakdown
and typical ranks of a UN platoon. Typically fire teams will work in pairs, backing each
other up.
Command: 2nd Lieutenant (C.O.), Staff Sergeant or Sergeant Major (2nd in
command), Corporal (signaler/communications), Corporal (medic), Sergeant (heavy
gunner)
Fire Team Alpha: Sergeant, 3x Privates or Marines
Fire Team Bravo: Lance Corporal, 3x Privates or Marines
Fire Team Charlie: Corporal, 3x Privates or Marines
Fire Team Delta: Lance Corporal, 3x Privates or Marines
Fire Team Echo: Corporal, 3x Privates or Marines
Fire Team Foxtrot: Lance Corporal, 3x Privates or Marines
With supplemental information, it appears the destroids still see use with the UN
Army and some divisions of the UN Space Marines.
Battalion Leader (1)
o Battery Leader (2)
Platoon Leader (4)
Platoon Members (8)
The Daedelus also had battalions of MBR-07 Spartans and ADR-04 Defenders for
when heavy close combat or anti-air combat is expected. There were approximately one
of each of these for every five Tomahawk battalions.
The HWR-00 Monster is only assigned as backup if extremely heavy combat is
expected since there were only a half-dozen built. Also, the SDR-04 Phalanx is only
assigned as needed for additional firepower, and only on the SDF-1. Optionally, a
battalion can be outfitted with MBR-08 Masamune or MBR-07 Dehawk units.
N.U.N.S.
Accelerated Training: During times of war, UN Spacy must train more troops
faster. Accelerated training only grants 1 rank in each of the basic training skills instead
of 2 ranks in each, but only takes 2 months. For every two months of training trimmed off
of their MOS, the character receives 10 fewer OP for skills.
Veterans: With the GM’s permission, characters can play experienced members
of the UN, to represent having served in multiple tours of duty. For every 5 years of
active duty, the character gains +25 OP for skills, +10 OP for perks related to their field
and increases the starting skill limit by 2 ranks. However, every 5 years requires a roll on
the war duty chart.
Ace Pilot: Many may be called ace pilots, and all natural Meltrandi are ace pilots
by virtue of their role and training, but to actually be qualified as an ace pilot requires
more than just the desire and ego to call yourself such. To qualify for the ace pilot Perk,
you must meet the following:
Kill Score: you must have shot down 10 enemies in single combat
Skill: you must have performed a Pilot or Dodge roll at TN 25 or better in real
combat conditions
Zentraedi: Zentran and Meltran are welcome in the UN military, both microns
and macrons. Macronized Zentraedi usually serve in the UN army or space marines, or as
a destroid pilot using upgraded power armor. Micronized Zentraedi will serve in any
capacity as humans. By the later era, the macronization/micronization process is refined
to the point that Zentraedi can alter their size in a matter of minutes and can withstand
multiple changes per month.
Officer Skills
Authority
Wardrobe & Style
Personal Grooming
Tactics
Computer Operation
Radio Communications
After the cadet’s period of basic training or further training as an officer, they
must choose their MOS, or occupation within UN Spacy. Each occupation template
provides the skills that are taught by that field. The player is not required to put skill
levels in all of the skills listed, but is recommended to do so. The player has 40 skill
levels to distribute amongst these skills or ones taught in basic training and/or bridge
officer training (if available). The templates, and length of training are involved, are as
follows:
VF Pilot
Destroid Pilot
Infantry
Aircraft Pilot
Rank: Enlisted Requirements: Basic training, 1 year training Branch: Air Force
These are the pilots who fly conventional (non-transformable) aircraft, either for air
defense with the UN Airforce or transport units. Traditional aircraft still see a good
amount of use on colony planets, and many branches of the UN Army or Space Marines
still use transport helicopters to move troops and supplies.
Skills: Pilot: Fixed Wing, Pilot: Gyro & Helicopter, Pilot: Vectored Thrust, Radio
Communication, Navigation, Weapon Systems, Computer Operation
Engineering Corps
Communications Officer
Navigation Officer
Operations Officer
Ship/Base Administrator
Command Officer
Military Specialist
Field Scientist
Medical Officer/Doctor
Military Police
UN Peace Corps
Rank: Enlisted Requirements: Basic training, 2 years training Branch: Special
The peace corps provide two important services to the New Unity Government. First,
they head the diplomatic corps, handling all military negotiations. Second, they work
together with the medical and engineering departments to provide relief to colonies in
distress of natural disaster or post-war.
Skills: First Aid, Survival, Jury Rig, Human Perception, Military Etiquette, Interview,
Awareness/Notice
Jammingbird Specialist
Rank: Enlisted or Civilian Requirements: Basic training Branch: Space Air Force
This is a specialized group within the UN Spacy special forces. They are singers trained
to perform under duress of combat for the purpose of culture shock and spiritia warfare.
Only one such unit has been made, and met with mixed results.
Skills: Expert: Spiritia, Sing, Play Instrument, Concentration, Military Etiquette, Personal
Grooming, choice of 2 spiritia skills
War Duty
War is hell; usually. Sometimes you get lucky and get a nice quiet detail, and
other times you are thrown into the worst of it. For every five years of additional military
service, you get to roll once on the following chart and pray for the best.
Short-Term Affair
1d10 How did it go?
1-2 Couldn’t care less. You haven’t met since “that night”.
3-4 They didn’t take the break-up well. Make an enemy.
5-6 They were fine with a one night stand. Make a friend.
7-8 They were killed in an accident.
9-10 They were murdered, and it’s your fault.
Make a Friend
1d10 Your friend is
1-2 ..a superior in your occupation.
3-4 ..a subordinate in your occupation.
5-6 ..a rival in your occupation.
7-8 ..someone you just met.
9-10 ..an old friend you lost track of before.
Make an Enemy
1d10 Your enemy is..
1 ..a superior in your occupation
2 ..a subordinate in your occupation.
3 ..a co-worker in your occupation.
4 ..an outside competitor.
5 ..someone who works with your organization.
6 ..an old rival you lost track of before.
7 ..someone who’s job/rank you took.
8 ..a total stranger.
9 ..a rival in your occupation
10 ..special. Roll Table G in character creation in the basebook.
Windfall
1d10 Score! What did you get?
1-2 Someone owes you. Gain Favor 7.
3-4 Cash. Gain 2d10x100 credits.
5-6 Made a contact in another field. Gain Contact 5.
7-8 Made a contact in the black market. You can buy restricted and military gear at ½ cost.
9-10 You gain information about your past that you never knew (lost sibling, noble blood, etc).
Accident
1d10 Ouch. What happened this time?
1 Lost your job. No income that time period, lose Membership/Rank and ½ the OP.
2 Blacklisted. As per “lost job” but you have equivalent of Hunted -5 with that group.
3 Financial ruin. Start with no money at all. You may still gain money for terms after this one.
4 Lose a loved one of the GM’s choice.
5 You are implicated in the collapse of your company or the failure of an important mission. Lose 1
level of Rank/Membership.
6 You are falsely blamed for the injury or death of a co-worker or teammate.
7 You cause an accident that kills several people. If there are survivors (1-3 on 1d10) you gain an
enemy.
8 Disfiguring accident. Lose 1d6 ATTR (minimum 0).
9 Bad accident. Lose 1 AGIL, STR, BOD or MA of GM choice (or roll 1d4 to choose).
10 Horrible accident. Lose 2 AGIL, STR, BOD or MA. You have a cybernetic replacement. This isn’t
Cyberpunk; no limb weapons, upgrades or Realskinn. The replacement does the job of the original;
mostly. If cybernetics are available (see Tech Manual), you can purchase a better one.
War
1d10 Who did you fight, and how did it go?
1 Anti-UN forces. They were routed. Gain +1 Rank or Membership.
2 Anti-UN forces. They were defeated.
3 Anti-UN forces. UN forces were defeated.
4 Anti-UN forces. UN forces were routed due to your mistake. Gain Bad Reputation -5 (incompetent)
5 Rogue Zentraedi fleet. They were overwhelmed by earth’s culture. Gain +1 Rank or Membership.
6 Rogue Zentraedi fleet. They were defeated through force of arms.
7 Rogue Zentraedi fleet. UN forces had to fall back.
8 Rogue Zentraedi fleet. UN forces were crushed by a fleet five times their size. Lose 5 OP as you
wait for your mecha or ship to be repaired or rebuilt.
9 Colony suppression. A colony attempted to break away from the UN and was “persuaded” to stay.
Lose a level of Membership or Rank from questioning orders.
10 Unknown alien forces. It was a small skirmish and they haven’t been seen again. Be ready to be
questioned if they show up again.
Standard Equipment
All UN personnel are automatically provided housing in the barracks and three
square meals per day if they wish. Officers are offered relatively inexpensive housing in
the apartment complexes on or near UN installations (averages 350 credits per month for
an apartment with one bedroom, living room, kitchenette and bathroom). Officers also
have the option of renting or owning housing in the civilian sectors/cities.
All UN Members – 3 duty uniforms, 1 dress uniform, Heckler & Koch PD8 semi-
automatic pistol, 2 extra ammunition clips, ID card with security and tracer, personal
communication device, utility belt
VF Pilots/Test Pilot – flight suit, 2 jumpsuits, helmet with HUD, assigned
whichever VF is the current standard issue (or an older one if preferred), 2 maneuvering
rods
Destroid Pilot – 2 jumpsuits, Heckler & Koch MP-9 sub-machinegun, 2 extra
ammunition clips, flack vest, helmet with HUD, assigned a Tomahawk, Spartan or
Defender (if available in the campaign’s set time period)
RIO – flight suit, 2 jumpsuits, helmet with HUD
Bridge Officers – 1 extra dress uniform, equipment according to station
Infantry, Military Specialist – AR-21 5.56mm Assault Rifle, 2 extra ammunition
clips, 2 fragmentation or incendiary grenades, standard infantry suit, helmet with HUD,
combat knife, first aid kit
Military Police – stun stick, Heckler & Koch MP-9 sub-machinegun, 2 extra
ammunition clips, helmet with HUD
Medical Officer – portable forensic & medical kit, PDA with medical files
Field Scientist – portable science kit, flack vest, PDA with scientific encyclopedia
files
Mechanical Engineer – portable tool kit & diagnostic tools, 3 sets of work
overalls, cap, tool belt, 3 pair of work gloves, 3 rolls of duct tape, PDA with mechanical
specs
Peace Corps/Diplomats – flak vest, equipment by mission
Jammingbird – flashy yet useless outfit, flight suit, assigned to a VF-11D
Jammingbird with pilot
On the left is the newer-styled standard issue uniform, with the red color
indicating a bridge officer (all other officer uniforms are white). The middle is a
mechanical engineer’s overalls for use in a pressurized bay or outdoors hanger. The male
pilot’s dress uniform (right) is navy blue, although Special Forces pilots also have gold
tassels on their shoulders to indicate their status.
Colony Fleets Commanders (as shown above) wear slightly more ornate versions
of the standard UN Colony Fleet uniform, which includes a privateer-style cloak and cap.
Their uniform, like that of the rest of the bridge crew, is also white. Their rank badges are
mainly purple which denote them as the Commander of the Colony Fleet. Regular
Colony Fleet Captains wear similar uniforms but less ornate, and stick more closely to
standard UN Uniforms.
The standard flight suit (right) has the luminescent strips on the wrist again, and
the blue color indicates the individual as a Special Forces pilot (standard pilots get a
white flight suit). The VF-22 comes with a custom-designed flight suit (left) for the pilot
instead of the standard UN Spacy-issue design used by most VF pilots. This flight suit
consists of an upper and lower g-suit that promotes circulation even during high-G turns,
thus decreasing the possibility of pilot's blacking out in combat. The flight suit also
comes with a specialized HMD helmet which can display computer graphics and overlays
over what the pilot sees, providing additional information. Although the system is not a
great substitute for the BCS and BDI systems in the original YF-21 prototype, it does
provide the pilot with additional information and helps combat battlefield confusion. The
one disadvantage of the flight suit is that it is customized for the VF-22 and is NOT
usable in other aircraft.
Above left is the standard uniform for UN military police and security forces.
These uniforms are always blue with white trim regardless of rank. He is carrying the
standard issue Heckler & Koch MP9 sub-machinegun. On the right is the uniform of a
UN security officer or soldier with standard issue assault rifle, HUD helmet and flack
vest.
Standard heavy duty UN Spacy spacesuit designed for E.V.A. activity. This suit
also has a sleep gas dispenser to go into “soft sleep” during flight.
HEIGHT:
41.34 ft (12.92 m) in soldier configuration.
22.05 ft (6.89 m) in gerwalk configuration.
15.39 ft (4.81 m) in fighter configuration.
WIDTH:
17.46 ft (5.45 m) at shoulders in soldier configuration.
35.84 ft (11.20 m) in gerwalk or fighter configuration with wings at maximum extension.
LENGTH:
11.17 ft (3.49 m) in soldier configuration.
28.54 ft (8.92 m) in gerwalk configuration.
49.63 ft (15.51 m) in fighter configuration.
WEIGHT:
9,000 kg.
Thrusters Location MA
Thruster Right Leg 12.5
Thruster Left Leg 12.5
Shield
MS Class, Alpha armor (DC 2), DA –2, SP 7, 2 binder slots for ammo clips, Left Arm mounted
Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight (x2), Storage Module, Escape Pod
Resolution Enhance (4x), Weapon Mount, Self Destruct, Hardpoints (2 per Wing) , Combat Computer
Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (1 Main Body, 2 each Leg), Variable Fighter, Autopilot
Semi-monocoque
VF-11D Thunderbolt
COST: 326 CP
Availability: 2030 to 2045
* Two seat version with backup controls and recording suite used for training.
* Also referred to as VT-11D.
VF-11E Thunderbolt
COST: 942 CP
Availability: 2045 to 20XX
HEIGHT:
41.34 ft (12.92 m) in soldier
configuration.
22.05 ft (6.89 m) in gerwalk
configuration.
15.39 ft (4.81 m) in fighter
configuration.
WIDTH:
17.46 ft (5.45 m) at shoulders in soldier configuration.
35.84 ft (11.20 m) in gerwalk or fighter configuration with wings at maximum extension.
LENGTH:
11.17 ft (3.49 m) in soldier configuration.
28.54 ft (8.92 m) in gerwalk configuration.
49.63 ft (15.51 m) in fighter configuration.
WEIGHT:
9,000 kg.
Thrusters Location MA
Thruster Right Leg 14
Thruster Left Leg 14
Sensors Location Kills Sensors Communications
HS Class Head 2 11 km 1300km
Shield
MS Class, Alpha armor (DC 2), DA –2, SP 7, 2 binder slots for ammo clips, Left Arm mounted
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive
Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight (x2), Storage Module, Escape Pod
Weapon Mount, Self Destruct, Combat Computer, Resolution Enhance (4x), Hardpoints (2 per Wing)
Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (1 Main Body, 2 each Leg), Semi-monocoque
Variable Fighter, Transatmospheric Ability, Autopilot, Overcharged Engines
Notes: Upgraded with stronger engines and added a PBS-03F. This is a fan-created unit based on logical
extrapolation on upgrades to existing UN mecha to take advantage of newer technology.
VF-11F Thunderbolt
COST: 967 CP
Availability: 2045 to 20XX
* Upgraded with enhanced avionics and flight controls.
* Add ACE +33%.
* Like the VF-11E, this is a fan-created unit based on logical extrapolation of advancement.
VF-11G Thunderbolt
COST: 984 CP
Availability: 2048 to 20XX
* Upgraded with holographic cockpit display as a final fleet-wide upgrade before retiring the series.
* Add virtual controls. (+67% MP)
* Like the VF-11E and VF-11F, this is a fan-created unit based
on logical extrapolation of advancement.
VF-17A Nightmare
COST: 916 CP
Availability: 2035 to 204X
HEIGHT:
48.58 ft (15.18 m) in soldier configuration.
30.36 ft (9.49 m) in gerwalk configuration.
17.18 ft (5.37 m) in fighter configuration.
WIDTH:
20.93 ft (6.54 m) at shoulders in soldier configuration.
77.52 ft (24.22 m) in gerwalk or fighter configuration
with wings at maximum extension.
LENGTH:
12.50 ft (3.91 m) in soldier configuration.
41.12 ft (12.85 m) in gerwalk configuration.
50.02 ft (15.63 m) in fighter configuration.
WEIGHT:
9,000 kg
Thrusters Location MA
Thruster Right Leg 24.5
Thruster Left Leg 24.5
Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod
Self Destruct, Weapon Bay (1 each leg, 2 Spaces worth), Combat Computer, Resolution Enhance (32x)
Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (1 Main Body, 2 each Leg), Variable Fighter
Transatmospheric Ability, Passive Stealth, Autopilot, Overcharged Engines, Semi-monocoque
Notes:
Large bore lasers are concealed in the forearms and can fire out the front or back (elbow).
Gatling gun cannot be fired in gerwalk mode.
VF-17C Nightmare
COST: 934 CP
Availability: 2035 to 204X
* Upgraded version with enhanced avionics.
* Add ACE +33%.
VF-17D Nightmare
COST: 984 CP
Availability: 2035 to 204X
* Upgrade of VF-17C to include head lasers
* Add two head lasers
Weapon Location DMG Range WA Kills Shots Notes
Anti-Air Laser Head 2K 24 +1 2 U Phalanx Variable, Linked
2046 Upgrade
Add the following and increase cost to 1635 CP
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive
VF-17S Nightmare
COST: 1067 CP
Availability: 2035 to 204X
* Command model with four head lasers
2046 Upgrade
Add the following and increase cost to 1720 CP
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive
VF-17T Nightmare
COST: 969 CP
Availability: 2035 to 204X
* Two seat version of VF-17C with backup controls and recording suite used for training.
HEIGHT:
48.58 ft (15.18 m) in soldier configuration.
30.36 ft (9.49 m) in gerwalk configuration.
17.18 ft (5.37 m) in fighter configuration.
WIDTH:
20.93 ft (6.54 m) at shoulders in soldier configuration.
77.52 ft (24.22 m) in gerwalk or fighter configuration with
wings at maximum extension.
LENGTH:
12.50 ft (3.91 m) in soldier configuration.
(15.65 m) in gerwalk configuration.
50.04 ft (15.65 m) in fighter configuration.
WEIGHT:
12,150 kg
Thrusters Location MA
Thruster Right Leg 24.5
Thruster Left Leg 24.5
Shield
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive
Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod, Flare/Chaff (20/20)
Self Destruct, Weapon Bay (1 each leg, 2 Spaces worth), Combat Computer, Resolution Enhance (32x)
Wing Hardpoints (3 per wing)
Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (1 Main Body, 2 each Leg), Variable Fighter
Transatmospheric Ability, Autopilot, Overcharged Engines, Semi-monocoque, Active Stealth
Notes: VF-17 redesigned to be more easily mass-produced to be cost effective as a mainline general
purpose fighter.
VF-19A Excalibur
COST: 1990 CP
Availability: 2041 to 20XX
HEIGHT:
49.53 ft (15.48 m) in soldier configuration.
27.24 ft (8.52 m) in gerwalk configuration.
13.41 ft (4.19 m) in fighter configuration.
WIDTH:
20.80 ft (6.50 m) at shoulders in soldier configuration.
43.27 ft (13.52 m) in gerwalk or fighter configuration with wings at maximum extension.
LENGTH:
14.17 ft (4.43 m) in soldier configuration.
41.35 ft (12.93 m) in gerwalk configuration.
59.07 ft (18.47 m) in fighter configuration.
WEIGHT:
8,550 kg empty. Maximum takeoff weight in an atmosphere is 38,386 kg, and maximum weight in
space with optional fold booster is 47,180 kg (weights beyond that exceed theoretical safe limit for
fold booster).
Thrusters Location MA
Thruster Right Leg 37
Thruster Left Leg 37
Sensors Location Kills Sensors Communications
LH Class Head 3 20 km 1800km
Backup Torso 2 1 km 300 km
Shield
MW Class, Beta armor (DC 4), DA –2, SP 9, 2 binder slots for ammo clips, Left Arm mounted
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive
Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod
Self Destruct, Combat Computer, Target Analyzer, Resolution Enhance (64x)
Hardpoints (2 on Main Body, 2 per Wing)
Multipliers
Environmentals (Arctic, Desert), Verniers (1 Main Body, 2 each Leg), Variable Fighter
Transatmospheric Ability, Autopilot, Active Stealth, ACE +67%, Virtual Controls, Semi-monocoque
Notes: The VF-19A has forward canard wings for optimization in an atmosphere (-2 MV in space).
The internal missile pallet can also use the HMMM.
Due to the air intake system of the engines, the VF-19’s speed is limited while in an atmosphere.
VF-19A does not have space or reentry protection.
VF-19F Excalibur
COST: 2045 CP
Availability: 2041 to 20XX
* Model refitted for space use.
* Add space and reentry environmentals.
* Removes forward canard wings and replaces with verniers.
VF-19S Excalibur
COST: 2311 CP
Availability: 2041 to 20XX
* Command model of VF-19F with enhanced engines and additional head lasers.
* Add four smaller head lasers with the following profile:
Weapon Location DMG Range WA Kills Shots Notes
Anti-Air Laser Head 1K 24 +1 1 U BV2, Phalanx Variable, Linked
* Increase flight speed in space to:
Mode Fly MA Space
Battroid 76 (3800m/round)
Gerwalk 114 (5700m/round)
Fighter 152 (7600m/round)
VF-22S Sturmvogel II
COST: 2213 CP (+975.96 for 2x GV-17L and 48x MM; concealed bay payload not included)
Availability: 2042 to 20XX
HEIGHT:
48.70 ft (15.22 m) in soldier configuration.
25.98 ft (8.12 m) in gerwalk configuration.
12.93 ft (4.04 m) in fighter configuration.
WIDTH:
22.12 ft (6.91 m) at shoulders in soldier
configuration.
49.15 ft (15.36 m) in gerwalk or fighter
configuration with wings at maximum extension.
LENGTH:
13.54 ft (4.23 m) in soldier configuration.
45.15 ft (14.11 m) in gerwalk configuration.
62.78 ft (19.62 m) in fighter configuration.
WEIGHT:
9,340 kg empty. Maximum takeoff weight in an
atmosphere is 39,207 kg, and maximum weight
in space with optional fold booster is 48,305 kg
(weights beyond that exceed theoretical safe
limit for fold booster).
Shield
MS Class, Beta Armor (DC 4), DA –1, SP 5, Right Arm mounted
MS Class, Beta Armor (DC 4), DA –1, SP 5, Left Arm mounted
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive
Optional Systems
Liftwire, Anti-theft Codelock, Spotlight, Storage Module, Escape Pod
Self Destruct, Combat Computer, Target Analyzer, HMD Helmet Display, Hardpoints (2 per Wing)
Wide Spectrum Sensors (resolution enhance 32x, infrared, thermal optics, nightvision, ultraviolet)
Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (3 Main Body, 1 each Leg), Variable Fighter
Transatmospheric Ability, Autopilot, Active Stealth, ACE +100%, Semi-monocoque
Notes:
The wing missile launchers can also use the HMMM missiles.
Due to the air intake system of the engines, the VF-22’s speed is limited while in an atmosphere.
The VF-22 can jettison it’s arms/legs when needed (reduce weight to 8,000 kg, lose shields/pulse lasers).
Arm pulse lasers are concealed in the forearms and can fire out the front or back (elbow).
VAB-2D Wraith
COST: 1875 CP [+561.6 for 96 SRM]
Availability: 2042 to 20XX
HEIGHT:
73.44 ft (22.95 m) in soldier configuration.
40.39 ft (12.62 m) in gerwalk configuration.
11.02 ft (3.44 m) in fighter configuration.
WIDTH:
50.82 ft (15.88 m) at shoulders in soldier configuration.
121.00 ft (37.81 m) in gerwalk or fighter configuration with wings at maximum extension.
LENGTH:
32.00 ft (10.00 m) in soldier configuration.
46.54 ft (14.54 m) in gerwalk configuration.
58.18 ft (18.18 m) in fighter configuration.
WEIGHT:
22,600 kg (empty)
Shield
MS Class, Reactive Shield, DA +0, SP 8, +4K damage offensive
Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod, Resolution Enhance (8x)
Self Destruct, Combat Computer, Hardpoints (4 on Torso, 3 each Wing)
Multipliers
Environmentals (Space, Re-entry, Desert), Verniers (2 Main Body, 1 each Arm/Leg, 2 each Pod)
Variable Fighter, Virtual Controls, Semi-monocoque
Transatmospheric Ability, Heavy Hydraulics, Overcharged Engine, Autopilot, Passive Stealth
Notes:
Both rotary missile launchers share the same missile payload bin.
Mauler REB-30G head mounted laser only has rear firing arc.
ADR-03-Mk II Cheyenne II
COST: 788 CP (+120 CP for PBG-12, +10 CP for flamethrowers, +1 CP for salute guns; +218.4 CP for
missiles)
Availability: 2050’s [?]
HEIGHT:
9.87m
WIDTH:
?
LENGTH:
?
WEIGHT:
?
Thrusters Location MA
None
Optional Systems
Liftwire, Anti-theft Codelock, Nightsight, Spotlight, Storage Module, Escape Pod, Weapon Mount (arms)
Self Destruct, Combat Computer, Magnetic Foot Locks, Zip Rollers
Multipliers
Environmentals (Arctic, Space, Desert), Verniers (1 Main Body, 1 each Leg, 1 each Arm)
Heavy Hydraulics, Semi-Monocoque
Notes: The Cheyenne II has special hardpoints on the arms to allow different weapon options.
Design Notes: Given that this is a late era model, it would make some sense that it would have some
systems found in variable fighters, such as a pinpoint barrier and holographic cockpit. However, the anime
and official notes give no mention of this.
Queadluun-Rea
COST: 827CP (+264.4 CP for missiles)
Availability: 2050’s [?]
HEIGHT:
16.75m
WIDTH:
18.4
LENGTH:
10.8m
WEIGHT:
32,500 kg
Thrusters Location MA
Thruster Right Pod 22
Thruster Left Pod 22
Multipliers
Environmentals (Space), Verniers (5 each Pod, 2 each Leg, 1 Torso), Monocoque
Reflex Controls, Supercharged Engines, ACE +100%
Notes: The impact cannons always fire together unless one is destroyed.
Bridge Structure
The bridges of all UN capital ships, including rebuilt Zentraedi vessels, use the
same layout and control structure to make it easy for bridge crew to function at full
capability regardless of the ship they are currently on. The bridge crew consists of six or
more personnel, with examples based from the Macross crew, as follows:
Captain (Bruno J. Global) – The captain is the overall commander of a ship, and is
responsible for the well being of his ship and crew. The captain has final word on his
ship.
Chief Weaponry Officer & Navigator (Claudia La Salle) – This officer is in charge of
navigating the ship as well as operating the ships weapon systems; not as hard as it seems
with the help of the combat computer.
Air Group Chief Tactical Officer (Misa Hayase) – This officer is charged with
supervising the ship’s mecha compliment and adjusting battle plans as needed to match
enemy movements. This officer serves as the ship’s First Officer, commanding the ship
in the absence of the ship captain.
Communications Officer (Vanessa Laird) – This Level 1 Operator is assigned the duty of
maintaining fleet and long-range communications outside the ship as well as deciphering
the information brought in by the ship’s sensors.
Right Forward Bridge Operator (Shammy Milliome) – This Level 1 Operator is assigned
to coordinate the ship’s mecha during battle by relaying orders from the chief tactical
officer. On some vessels, this station is also responsible for the pinpoint barrier defense.
Left Forward Bridge Operator (Kim Kabirov) – This Level 1 Operator serves as ship
administration, taking reports from within the ship and relaying them to the captain or
other appropriate officer or division. Essentially this officer is the bridge crew yeoman,
but is necessary for smooth operation of the ship.
Pinpoint Barrier Operator (Mei) – This is group of four Level 1 Operators who operate in
a subsection near the bridge. These operators are dedicated to using the pinpoint barrier
system to defend the ship (one barrier shield each). Smaller ships, as well as the earlier
ones, see this station combined with the Right Forward Operator station. In some of the
later ships, the pinpoint barrier system is computer controlled for better response time and
accuracy, with the Right Forward Operator simply monitoring the system for errors or to
override protection priorities.
From the time of WWII, there have been certain naming traditions within the old
US Navy for the naming of their ships. This practice has been maintained by the New
Unity Government for the naming of their naval and space naval ships as homage to
tradition. All Megaroad and Macross colony ships bear the name of their class, as do the
Riviera and Einstein vessels; thus you have Macross 7 or Riviera 7.
CV & SDAC – presidents, famous naval ships, famous battles/sites of aviation history
VC & CG – distinguished individuals, famous battles
FFG – distinguished UN personnel
TS – well known military instillations
CVS & SLV – Greek deities
ZV – celestial bodies
Warships: Ark Royal Escort Carrier, Northampton Stealth Frigate, Clemenceau Stealth
Carrier, Sentinel Stealth Carrier, Refitted Zentraedi/Meltrandi Ships, New Macross Battle
Carrier, Daedelus Landing Vessel, Prometheus Semi-submersible Aircraft Carrier
Colony Ships: Macross Colony Ship, Beginhill Training Ship, Sunnyflower Agricultural
Platform, Einstein Research Ship, Riviera Marine Research Ship, Mark Twain Resort
Ship, Heaven Cemetery Ship, Hollywood Amusement Ship, Three Star Mobile
Manufacturing Platform, Iowa Provisions Supply Ship
SDF-1 Macross
This is the original Inspection Army Meltran gunship that crashed on South Ataria
Island in 1999. The SDF-1 was rebuilt and reverse engineered over a period of almost 10
years, giving humanity a great deal of overtechnology to fight the Zentraedi fleet. After
the destruction of Boddole Zer, the SDF-1 was repaired and had a good portion of the
midsection rebuilt to be a command center for the newly founded New Unity
Government stationed in Alaska.
During the course of Space War I, the SDF-1 went through several transitions.
When the SDF-1 space folded out to Pluto, the space fold generator was lost and was
never replaced. This caused the SDF-1 to lose a section of power conduits, forcing the
crew to alter the ship into Storm Attacker configuration, or “battroid” form, to fire the
main particle beam cannon. Later, when the SDF-1 crew finished rebuilding the omni-
directional barrier, it overloaded, and from the lingering effect the scientists aboard the
SDF-1 were able to develop the PPB system.
In 2012 the SDF-1 underwent a major overhaul, including the replacement of the
Prometheus and Daedelus with a pair of ARMD carriers. The overhaul also removed the
makeshift Phalanx torso mounts with a proper CIDS. The SDF-1 has not been
transformed out of Storm Attacker configuration since the end of Space War I.
In 2040, the SDF-1 was taken over by rogue AI Sharon Apple. With the aid of
Yang Neumann, Isamu Dyson was able to exploit a weak spot in the armor near the
communications array on the bridge and end her control over Macross City (the weak
armor has been reinforced, and safeguards have been added to prevent another takeover
since then).
In 2051, the SDF-1 is destroyed by the Earth defense grid when it was hijacked by
terrorists. As shown in Macross Frontier (2059), the SDF-1 is apparently rebuilt.
Also as shown in Macross Frontier, additional Macross class vessels were built
and sent with other early colonization fleets as well as some research fleets.
HEIGHT: ?
WIDTH: ?
LENGTH: 1815m
WEIGHT: 2,500,000 tons
CREW: 89 officers, 1849 crewmen, 378 VF pilots, 60 soldiers/security
MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
VF-11C 216
VF-11C Full Armor 24-48 can be upgraded
VA-3 24
VF-17 3
* This ship has an additional 24 VF-11C in storage, and can be readied in a few hours notice.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,200 for 30 years)
Pinpoint Barrier System (medium), Antigravity Drive
Bays
Mecha: 2 bays (240 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Passive Stealth (x0.2)
Programme: Designed primarily as an escort and command for the Macross Class colony ship. A few of
these vessels have been used as flagships for galaxy patrol fleets.
Notes: The Ark Royal is listed with a weight of 250,000 tons, which does not give it enough spaces for
everything. If you wish to use the official weight, multiply the ship’s cost by x1.5 for making it weight
efficient.
MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
VF-11C 216
VF-11C Full Armor 24-48 can be upgraded
VA-3 24
VF-17 3
VF-19 2
VB-6 1
* This ship has an additional 24 VF-11C in storage, and can be readied in a few hours notice.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,200 for 30 years)
Pinpoint Barrier System (medium), Antigravity Drive
Bays
Mecha: 2 bays (240 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A
(x1.0), Passive Stealth (x0.2)
HEIGHT: 5400m
WIDTH: ?
LENGTH: 2500m
WEIGHT: 110,150,000 tons
CREW: 50,000 total (3500 military crew, 500 civilian crew, 2000 instructors, average 40,000 trainees,
1000 military police, 3000 permanent civilian population)
MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Ark Royal Escort Carrier
Mecha/Shuttle Compliment
VF-11C 60
* These are for training purposes, and are armed with paint ammo and sensor weapons. They can be
outfitted for battle in less than 2 hours.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (250,000 for 20 years)
Pinpoint Barrier System (heavy), Antigravity Drive, Holographic Day/Night System, Self Destruct
Bays
Mecha: 1 bay (120 capacity)
Crew: 5 bays (60,500 capacity)
Cargo: 5 bays (30,250 ton capacity)
Medical Bay: 1 bays (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: Designed as a training facility to properly train new recruits while in deep space as well as to
provide instruction on new tactics to existing personnel.
HEIGHT: ?
WIDTH: ?
LENGTH: 400m
WEIGHT: 9,500 tons
CREW: 75 officers, 741 crewmen, 140 VF pilots, 30 soldiers/security
Hull Class: Light Heavy
KILLS: 1400
ARMOR: SP 70
SPACES: 14
MA: 34 (Mach 3)
Turn: +7
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
VF-11C 136
VA-14 12
*There is an additional 15 VF-11C in storage, and can be readied for use in a few hours.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,000 for 30 years)
Pinpoint Barrier System (light), Self Destruct, Antigravity Drive
Bays
Mecha: 1 bays (120 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Passive Stealth (x0.2)
Weight Efficiency 5 classes (x0.5)
Programme: Designed as an upgrade of the dated ARMD platform.
HEIGHT: 130m
WIDTH: 122m
LENGTH: 488m
WEIGHT: 570,500 tons
CREW: 1,600 (28 Officers, 1,000 Crew, 572 Combat troops including Pilots)
Optional Systems
Self Destruct, Radio/Radar Jamming [ECM Sensor/Radar, Value 5, Radius 100]
Life Support (1500 for 1 year)
Bays
Mecha: 3 bays (195 capacity)
Crew: 1 bay (6400 capacity)
Cargo: 1 bay (3200 ton capacity)
Medical Bay: 1 bay (6400 capacity)
Repair Bay: none
Multipliers
Engines MA 5 (-0.1), Environmentals [underwater, depth] (x0.1), Crew Quality A (x1.0)
Programme: Designed as a submergible armored transport for destroids and ground forces. The Daedelus
has a mix of pre-OT and OT weaponry.
HEIGHT: 1600m
WIDTH: ?
LENGTH: 1250m
Connection Dock: 215m
WEIGHT: 5,500,000,000 tons
CREW: 27,500 total, excluding
tourists (1800 military crew, 25,500
civilian crew/scientists, 200
police/civil defense)
MA: 34 (Mach 3)
Crew Grade: A (16+1d10)
Escort Vessel: Ark Royal Escort Carrier
Mecha/Shuttle Compliment
None
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (400,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System, Self Destruct
Advanced Sensors, Advanced Science Suites (+5 all scientific skill checks)
Internal Sub-compartmentalization (-3 on critical hit rolls)
Bays
Mecha: 1 bay (120 capacity)
Crew: 40 bays (484,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 5 bays (60,500 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Weight Inefficient (x-0.2)
Programme: Designed for the purpose of investigating celestial and planetary phenomenon a given colony
fleet may encounter. Works in tandem with the Three Star Mobile Manufacturing Platform for research and
development of new technology. The Einstein is heavily compartmentalized internally, to prevent large
scale catastrophes from chemical leaks or explosions.
Fully-Automated Armory Planet
COST: way too much
Manufacturer: Protoculture, refitted by UN military and OTEC
HEIGHT: 3000 km
Medium Pod: 2400 km
Small Pod: 1000 to 2000 km
WIDTH: 6000 km
Medium Pod: 2400 km
Small Pod: 1000 to 2000 km
LENGTH: 15,000 km overall
WEIGHT: ?
CREW: 750,000 civilian workers, 150,000 military
MA: 34 (Mach 3)
Crew Grade: A (16+1d10)
Pods: Has 3 medium pods and 6 small pods
Mecha/Shuttle Compliment
Variable Glaug 500
Queadlunn-Rau 1,000
Nousjadeul-Ger 800
Raulon-Ve 300
VF-11C 3,000
VF-17 120
VF-19 60
* These are only the units on active duty. There are hundreds of each type of current variable fighter and
thousands of Glaug and Regult in storage. Assume the factory can mobilize double their numbers within a
few hours notice and all of their mecha within a few days. The factory can hold up to 24,000 mecha at any
given time.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (millions for centuries)
Anti-Gravity System, Pinpoint Barrier System: Medium in each pod and Heavy in main pod
Cloning Facilities, Repair/Construction Bays
Bays
Mecha: 200 bays (24,000 capacity)
Crew: 100 bay (121,000 capacity)
Cargo: 100 bays (605,000 ton capacity)
Medical Bay: 10 bay (121,000 capacity)
Repair Bay: 50 bays (6000 capacity)
Multipliers
Space Fold (x1.0), Engines MA 34 (x1.1), Crew Grade A (x1.0)
Construction/Repair Bays
The factory has hundreds of bays for building and repairing mecha and capital ships. Listed here
are approximate construction times to build various mecha and ships from base components (note that these
are simultaneously constructed). Each bay can produce approximately 2000 CP worth per day.
Item Manufacture Time Production Rate
Standard combat gear + sidearm 4 hours 200,000 per week
Standard mecha (VF-11C) 3 days 20,000 per week
Custom mecha (VF-11MAXL) 7 days 1,000 per week
Advanced mecha (VF-22) 14 days 200 per week
Small starship (Northampton) 2 months 3,000 per year
Large starship (Ark Royal) 6 months 1,000 per year
Variable starship (New Macross) 12 months 500 per year
Colony Vessel (Macross Class) 24 months 100 per year
HEIGHT: 30.5m
WIDTH: 22.4m
LENGTH: 134m
WEIGHT: 750,000 tons
CREW: 76 total
MA: 28
Turn: +8
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
None
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (100 for 20 years)
Pinpoint Barrier System (medium), Antigravity Drive
Bays
Mecha: none
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: none
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: Designed for the purpose of short-range patrol near colonies and along primary trade routes.
HEIGHT: ?
WIDTH: ?
LENGTH: 350m
WEIGHT: 175,000 tons
CREW: 434 total (18 officers, 350 crew, 36 VF pilots, 30 soldiers)
MA: 34 (Mach 3)
Turn: +5
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
VF-4 36
*Replace the mecha with the appropriate VF of the time.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (600 for 30 years)
Pinpoint Barrier System (medium), Self Destruct, Antigravity Drive
Bays
Mecha: 1 bays (120 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Active Stealth (x1.3)
Programme: Designed as one of the first capital warships to be built by the captured automated armory
satellite as a merging of human and Zentraedi technology.
Notes: The design of the VF rail launchers only allows it to launch 3 variable fighters per side per round.
MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Northampton Stealth Frigate
Mecha/Shuttle Compliment
None.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (50,000 for 30 years)
Pinpoint Barrier (Medium), Antigravity Drive, Holographic Day/Night System, Self Destruct
Bays
Mecha: 1 bay (120 capacity)
Crew: 1 bay (12,100 capacity) + 15 bays for cemetery plots (181,500 capacity)
Cargo: 3 bays (18,150 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: none
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: Designed for the purpose of traditional burial for those on a colony fleet who wish such
services. There is little information about this ship, so all stats have been approximated.
MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Ark Royal Escort Carrier
Mecha/Shuttle Compliment
None.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (400,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System
Entertainment & Recording Suites
Bays
Mecha: 1 bay (120 capacity)
Crew: 30 bays (363,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: Designed to provide entertainment to long-range colony fleets with replicas of famous
landmarks from before Space War I as well as all manner of electronic entertainment. It also serves a role
in auxiliary communications for UN forces through their Galaxy Network connections.
HEIGHT: ?
WIDTH: ?
LENGTH: 300m
WEIGHT: ? tons
CREW: 100 crew, 50 police/security, 1100 passengers
MA: 34 (Mach 3)
Turn: +5
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
None.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (1500 for 30 years)
Pinpoint Barrier: Medium, Anti-Gravity System, Holographic Day/Night System
Bays
Mecha: 1 bay (25 capacity)
Crew: 1 bay (2500 capacity)
Cargo: 2 bays (2500 ton capacity)
Medical Bay: 1 bays (2500 capacity)
Repair Bay: none
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: Designed for adult entertainment during long voyages; provides many forms of gambling,
risqué shows and a suite of high class hotels.
HEIGHT: ?
WIDTH: ?
LENGTH: 5730m
WEIGHT: 180,000,000 tons
CREW: 8979 total (125 officers, 3000 crew, 684 VF pilots, 150 reserve VF pilots, 4020 Zentraedi pilots,
1000 soldiers)
MA: 34
Turn: +11
Crew: Grade A (16 + 1d10)
Mecha/Shuttle Compliment
VF-11C 600
VA-3 or VA-14 60
VF-19 24
Neo Regult 3000
Neo Glaug 50
Neo Glaug Armored Sled 20
Neo Raulon-Ve 200
Neo Nousjadeul-Ger 300
Queadlunn-Rau 450
Quel-Quallie 6
Recovery Pods 4
Reentry Pods 12
Shuttlecraft 6
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (10,000 for 20 years)
Pinpoint Barrier System (heavy), Antigravity Drive
Bays
Mecha: 227 (27,240 capacity)
Crew: 4 (48,400 capacity)
Cargo: 10 (60,500 ton capacity)
Medical Bay: 1 (12,100 capacity)
Repair Bay: 2 (240 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: The Neo Nupetiet Vergnitzs-bis Class Battleship is the largest ship in the UN Spacy Fleet at
over 5.7 km long it dwarves even the New Macross Class Carriers. Originally Zentraedi Nupetiet
Vergnitzs-bis Class Battleships, only a handful of these behemoths exist as the majority were destroyed in
the battle against Boddole Zer. Those that remained after the conflict where inducted into the UN Spacy
Fleet and underwent refitting to accommodate micronians into their crews.
Vrlitwhai Kridonak's Flagship was the first of the battleships to undergo refitting and introduction
and became the first ship of the new UN Spacy Fleet. Several of this class of ship left with the Megaroad-
01, as have others with other Fleets. One such ship accompanied the ill fated Macross-05 Fleet and was
destroyed on the ground by the Varauta.
Notes: The stats I found list this as 1,800,000 tons (approximately 1% of the weight of the original). Even
with the better technology of the New Unity Government and OTEC, I doubt they could sheer that much
mass off (not to mention it leaves no room for the required bays and systems). I am assuming this mass to
be a typo.
HEIGHT: ?
WIDTH: 220m
LENGTH: 58,000m total
Docking Section: 800m
WEIGHT: 7,777,770,000 tons
CREW: 10,500 crew and soldiers, 350,000
colonists
MA: 22 (Mach 1)
Crew Grade: A (16+1d10)
Escort Vessel: New Macross Variable Carrier
Mecha/Shuttle Compliment
Variable Air Mecha 30
Variable Space Mecha 30
Variable Ground Mecha 60
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (400,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Expansion Docking Ports (6), Self Destruct
Holographic Day/Night System
Bays
Mecha: 1 bay (120 capacity)
Crew: 40 bays (484,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 5 bays (60,500 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 22 (x0.6), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: Designed as the new generation long-range colony ship, replacing the Megaroad in 2030.
Features interior climate control, artificial day/night cycle, parks and a full range of urban lifestyle. The
New Macross colonies can have up to 6 external domes connected to them which provide additional space
for people and supplies. The disadvantage of these domes is that they are not protected by the city's
projectile shield, even when the shield is fully closed. Most of the time these domes are used for parks
and/or agriculture, though they are sometimes used to hold extra settlers. Such external habitats usually
become run-down quickly as they are not patrolled and maintained as frequently as the internal city is. The
Acshio section of City 7 is an example of such a module.
Battle 25 highlighted
HEIGHT: 2000m
WIDTH: 550m [?]
Islands: 3,000m diameter
LENGTH: 15,000m total
Docking Section: ?m
Islands: 8,000m
WEIGHT: 16,550,000,000 tons
CREW: 10,500 crew and soldiers, 5,000,000 colonists and another 5,000,000 colonists on the island chains
MA: 22 (Mach 1)
Crew Grade: A (16+1d10)
Escort Vessel: New Macross Variable Carrier
Mecha/Shuttle Compliment
?
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (7,000,000 for 50 years)
Omnidirectional Barrier, Antigravity Drive, Expansion Docking Ports (6), Self Destruct
Holographic Day/Night System, Advanced Biosphere
Bays
Mecha: 1 bay (120 capacity)
Crew: 420 bays (5,082,000 capacity)
Cargo: 300 bays (1,815,000 ton capacity)
Medical Bay: 5 bays (60,500 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 22 (x0.6), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Notes: The only weight listing I have found was 16,550,000 which puts it weighing less than the Macross
7. I adjusted the weight up to 16,550,000,000.
MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
VF-11C 336
VF-11C Full Armor 24
VF-14 or VA-14 24
VF-17 3
VF-19 3
SB-10 Starwing 10
Heavy VTOL 6
Multi-purpose VTOL 12
Shuttles 12
Conserax Probe 30
* This ship has an additional 60 VF-11C and 3 VF-17 in storage, and can be readied in a few hours notice.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,000 for 30 years)
Pinpoint Barrier System (heavy), Hypervelocity Launcher, Antigravity Drive
Bays
Mecha: 4 bays (480 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 2 bays (12,100 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Transformable (x0.4)
Programme: Designed primarily as an escort and command for the Macross Class colony ship. A few of
these vessels have been used as flagships for galaxy patrol fleets.
Notes: In carrier mode, the flight decks are the arm shields, and are covered in Beta class armor (DC 40).
Next Age variation starts with the 12th Macross Colonial Fleet [?], and is largely cosmetic in nature.
HEIGHT: ?
WIDTH: ?
LENGTH: 250m
WEIGHT: 160,000 tons
CREW: 44 officers, 257 crewmen, 36 VF pilots, 8 soldiers/security
MA: 34 (Mach 3)
Turn: +5
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
VF-11C 28
VF-17 4
VF-19 4
VF-22 1
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,000 for 30 years)
Pinpoint Barrier System (medium), Self Destruct, Antigravity Drive, Extra Space (x5)
Bays
Mecha: 1 bays (120 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Passive Stealth (x0.2)
Programme: Designed as a multi-purpose fast vessel capable of escort, scouting, patrol, and front-line
combat.
HEIGHT: 120m
WIDTH: 156m
LENGTH: 512m
WEIGHT: 511,280 tons
CREW: 1,500 (30 Officers, 1,300 Crew, 170 Combat troops including Pilots)
Mecha/Shuttle Compliment
VF-1 50
Tomahawk 8
Spartan 8
Defender 16
Comanchero Helicopter 24
Sea Sergeant Helicopter 8
LH-2000 Helicopter 12
* In later years, replace all VF and destroids with the current standard VF unit.
Optional Systems
Radio/Radar Jamming [ECM Sensor/Radar, Value 5, Radius 100] , Life Support (1500 for 1 year)
Self Destruct
Bays
Mecha: 2 bays (130 capacity)
Crew: 1 bay (6400 capacity)
Cargo: 1 bay (3200 ton capacity)
Medical Bay: 1 bay (6400 capacity)
Repair Bay: none
Multipliers
Crew Quality A (x1.0), Environmentals [underwater, depth] (x0.1), Engines MA 5 (-0.1)
HEIGHT: ?
WIDTH: ?
LENGTH: 6300m
WEIGHT: 10,700,000,000 tons
CREW: 74,300 total, excluding tourists (1000 military crew, 3000 civilian crew, 300 police/civil defense,
70,000 permanent civilian population); can accommodate a maximum of 80,000 tourists
MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Ark Royal Escort Carrier
Mecha/Shuttle Compliment
None.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (400,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System, Self Destruct
Internal Sub-compartmentalization (-4 on critical hit rolls)
Bays
Mecha: 1 bay (120 capacity)
Crew: 40 bays (484,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 5 bays (60,500 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Weight Inefficient (x-0.2)
Programme: Designed as a long-range marine resort and research vessel as well as providing fresh
seafood and kelp.
HEIGHT: 312m
WIDTH: 600m
LENGTH: 1200m)
WEIGHT: 22,000,000 tons
CREW: 200,000 personnel and soldiers
MA: 28 (Mach 2)
Turn: +11
Crew Quality: A (16+1d10)
Mecha/Shuttle Compliment
VF-1 Super 300+
* Replace VF with current top of the line VF model in later campaigns
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Self Destruct
Pinpoint Barrier System (medium), Extra Space (x10), Antigravity Drive
Bays
Mecha: 3 bays (360 capacity)
Crew: 23 bays (278,300 capacity)
Cargo: 5 bays (30,250 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 28 (x0.8), Hyperspace Engine (x1.0), Transformable (x0.4), Crew Grade A (x1.0)
Programme: In 2012 the SDF-1 received a makeover replacing the Prometheus and Daedelus Carriers for
ARMD platforms, replacing temporary bolted on gun emplacements for permanent weapon emplacements
to serve as protection for the UN Armed Forces Headquarters, and Macross city. The SDF-1's last combat
engagement was during the 30th Armistice Celebration in 2040 when the virtual pop idol Sharon Apple
took control of the SDF-1's Intelligence Net Core and raised the SDF-1 out of Macross Lake to use its
automated systems to fire on 1st Lieutenant Isamu Dyson. Lt. Dyson defeated Sharon Apple by crashing
through the Macross's armor plating and destroying the Intelligence Net Core. UN Spacy engineers and
technicians replaced the core as soon as everyone was awakened from Sharon’s hypnotic trance. From the
SDF-1 Sharon Apple was able to take control of the Earth Defense Force orbital lasers and the
experimental X-9 Ghost as the SDF-1 is the hub of the Earth defense network. In early 2051, the Macross is
destroyed to prevent it from falling into the hands of the anti-UN terrorist group Black Ravens.
HEIGHT: 24.5m
WIDTH: 18.4m
LENGTH: 114m
WEIGHT: 650,000 tons
CREW: 78 total (4 officers, 54 crew, 6 VF pilots, 6 reserve VF pilots)
MA: 34 (Mach 3)
Turn: +8
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
VF-19 or VF-22 6
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2200 for 30 years)
Pinpoint Barrier System (light), Antigravity Drive
Bays
Mecha: 1 bays (65 capacity)
Crew: 1 bay (6400 capacity)
Cargo: 1 bay (3200 ton capacity)
Medical Bay: 1 bay (6400 capacity)
Repair Bay: 1 bay (65 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), ECM Stealth (x0.9)
Programme: Designed as a surgical strike fast attack vessel with a small compliment of advanced variable
fighters.
Notes: Despite standard rules about making bays space efficient, this vessel has compact bays that cost the
same as normal ones, but hold less. The mecha bay and repair bay are the same unit.
MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
None.
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (15,000 for 30 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System
Bays
Mecha: 1 bay (120 capacity)
Crew: 10 bays (12,100 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 1 bay (1210 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: Designed for mobile food production and storage center for colony fleets. It also provides
some isolated sections for researching xeno-botany.
HEIGHT: 1250m
WIDTH: ?
LENGTH: 2000m excluding rear boom (7950m total)
WEIGHT: 210,000,000 tons
CREW: 233,000 total (5000 military crew, 50,000 civilian crew, 3000 police/civil defense, 175,000
permanent civilian population)
MA: 34 (Mach 3)
Turn: +11
Crew Grade: A (16+1d10)
Escort Vessel: Northampton Stealth Frigate
System Kills Range
MW Communications 200 1500 km
AH Sensors 300 3000 km
Mecha/Shuttle Compliment
None
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (250,000 for 20 years)
Pinpoint Barrier (heavy), Antigravity Drive, Holographic Day/Night System, Self Destruct
Onboard Material Processing and Factory Suite
Bays
Mecha: 1 bay (120 capacity)
Crew: 20 bays (242,000 capacity)
Cargo: 50 bays (302,500 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 10 bays (1200 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0)
Programme: Designed to perform large-scale repairs and replace/build new ships while en-route to the
colony fleet’s destination.
Construction/Repair Bays
The ship has dozens of bays for building and repairing mecha and capital ships. Listed here are
approximate construction times to build various mecha and ships from base components (note that these are
simultaneously constructed). Each bay can produce approximately 1000 CP worth per day.
Item Manufacture Time Production Rate
Standard combat gear + sidearm 4 hours 2500 per week
Standard mecha (VF-11C) 3 days 36 per week
Custom mecha (VF-11MAXL) 7 days 5 per week
Advanced mecha (VF-22) 14 days 2 per week
Small starship (Northampton) 2 months 10 per year
Large starship (Ark Royal) 6 months 2 per year
Variable starship (New Macross) 12 months 1 per year
Yamagumo Class Stealth Frigate
COST: 645,250 CP
Manufacturer: OTEC Company/UN Spacy
HEIGHT: ?
WIDTH: ?
LENGTH: 250m
WEIGHT: 160,000 tons
CREW: 44 officers, 257 crewmen, 36 VF pilots, 8 soldiers/security
MA: 34 (Mach 3)
Turn: +5
Crew Grade: A (16+1d10)
Mecha/Shuttle Compliment
VA-14 28
VF-17 4
VF-19 4
VF-22 1
Optional Systems
Subspace Mass Sensors, Hyperspace Communications Array, Life Support (2,000 for 30 years)
Pinpoint Barrier System (medium)
Bays
Mecha: 1 bays (120 capacity)
Crew: 1 bay (12,100 capacity)
Cargo: 1 bays (6050 ton capacity)
Medical Bay: 1 bay (12,100 capacity)
Repair Bay: 1 bay (120 capacity)
Multipliers
Engines MA 34 (x1.1), Space Fold Generator (x1.0), Crew Grade A (x1.0), Passive Stealth (x0.2)
Programme: Designed as a multi-purpose fast vessel capable of escort, scouting, patrol, and front-line
combat.
* In episode 23 [timeframe 9:12] of Macross 7, it clearly shows three New Macross class
colony ships in the Macross 5 fleet landing on Raxx. Furthermore, the Macross 7 fleet is
listed as having seven Three Star Mobile Manufacturing Platforms and that their mission
wasn’t colonization but rather to expand the Galaxy Network.
Furthermore, in Macross Frontier, the Macross 11 fleet was not shown with any
such support vessels. Nor did the Macross Frontier have any Beginhill, Sunnyflower or
the like.
Macross 7 Fleet
The 37th long-distance colonization fleet consisted of 1x Battle 7/City 7 (Macross
7), 1x Einstein Research Experimental Ship, 1x Hollywood Amusement Ship, 1x Riviera
Resort Ship, 1x Sunnyflower Agricultural Ship, 7x Three Star Factory Ship, 1x Beginhill
Class Macro-Training Base Ship, one or more Mark Twain VII Resort Ships, 1x Heaven
cemetery ship, 45x Clemenceau Class Stealth Carriers (for use in space), 20x Ark Royal
Class Escort Battle Carriers (for use in air and space) and lastly 126x Northampton (for
use in air and space). The ship-carried aircraft/spacecraft for the entire fleet consisted of
approximately 1,800x variable fighters (mostly VF-11C Thunderbolts), 600x variable
attack craft, 9x variable bombers, 120x electronic reconnaissance fighters, 60x cargo
plane/freight transports and 100x liaison craft. Total fleet count is 207 large ships and
2,689 small craft.
Chapter 6 – UN Installations
This chapter covers the various bases of the UN military. Before Space War I, the
UN constructed bases on the Earth’s moon and the SALLA base on Mars. After the UN
rebuilds most of the Earth after the war, they begin building UN bases on several of the
colonies to extend their protection over the colonists and to help police the space in
between the colonies.
UN Spacy Headquarters
Grand Cannons
The grand cannons were a development made for the defense of Earth against the
impending alien invasion. The grand cannons drew on internal energy from the Earth
which was focused and boosted into an immense beam that has more destructive
capability than even the main particle cannon of the SDF-1, possibly rivaling the
diverging beam planetary assault cannon on Boddole Zer’s mobile base.
This base is located on the planet Eden. The installation is used by the UN
military as a testing ground for experimental variable fighters. It is here that Project
Supernova was held in 2039-2040, with Isamu Dyson and Guld Bowman competing
against each other.
Europa 7 Base
Located on the moon of Europa, around Jupiter. This base is heavily defended
with both orbital defenses and a large fleet of capital ships, and serves as the first line of
defense against invading Zentraedi fleets.
Variable Fighters
Variable fighters form the core of the UN military mecha compliment. They were
designed for supreme versatility in combat. Almost all of them have three configurations,
each with particular roles in mind.
Fighter – This configuration has the highest speed and used for travel, aerial
scouting, bombing and dogfights. This configuration is required to achieve escape
velocity over an earth-size planet. The fighter is typically used in the initial stages of
combat where it is equipped with missile payloads on the wing and fuselage hardpoints
since they usually must be fired before assuming battroid configuration. Fighter
configuration is also used extensively in space combat.
Battroid – This configuration is used primarily for ground combat, since it mimics
the motions of a human soldier. The battroid has superior maneuverability of the three
forms, and sometimes has access to more weapons than the other forms. The battroid is
also used in space battles where they must deal with opponents from multiple directions.
The battroid gains the benefits of taking advantage of ground cover.
Gerwalk – This configuration combines advantages from the other two forms to
some extent. It has better speed and flight capability than the battroid, but not as good as
the fighter. It can take advantage of ground cover and has the arms and legs of a battroid,
but cannot mimic the same range of motion that the battroid can. The gerwalk has the
added benefit of being a skimmer, allowing it to “skate” across land and water. This
grants it superiority in high speed ground combat or ground reconnaissance.
Combat Maneuvers
General
This group of tactics can apply to destroids, variable fighters, stations and capital
ships.
Alpha Strike – This is a standard tactic used by most military forces. With an alpha strike,
the mecha or vessel fires all available weapons in a single volley, typically on the first
round of combat, to maximize damage and attempt to cripple or destroy the enemy. Most
capital ship combat computers are designed for such attacks as well as having the power
supply to do it. An alpha strike uses the highest WA modifier available and is effective to
the shortest weapon range. Quite often this is used by variable fighters to fire all
hardpoint mounted missiles simultaneously.
Variable fighters and destroids can perform an alpha strike by using both of their
actions for that round and making an TECH + Computer Use check at TN 15 (TN 5 for
hardpoint mounts; they are designed for it). If the roll fails, the alpha strike still works
but the power control circuits are fried and the mecha cannot fire any energy weapons or
use active stealth or pinpoint barrier systems until repaired. Capital ships are designed
specifically for such tactics and do not need to make any such roll.
Tailing, Lock-On and Reverse Tail – This is a set of maneuvers that can be done in any
situation other than walking (too slow).
Tailing – This is simply when one combatant chases another, gaining a +2 bonus
to attack rolls for attacking the rear arc.
Lock-On – Once a tail has been established, the chaser may attempt to lock on.
This is done during the movement phase and does not take any actions to attempt. The
combatants make an opposed MR + Piloting + 1d10 roll. If the leader succeeds, a lock on
cannot be achieved. If the chaser succeeds, he locks on, with the following rules:
1) The tail may always move with the target, maintaining the same relative
distance to the target.
2) The tail will move with the target when the target moves regardless of MR
or initiative score.
3) The tail must move as the target moves; that is if the target goes left, the
tail must go left.
4) The tail must still expend any needed actions to match the target.
Breaking – Breaking a tail occurs when one of the following events takes place:
1) The tail does not have enough actions to match the target.
2) The tail is unable to duplicate a maneuver; for instance if a conventional
jet fighter tails a variable fighter that shifts to gerwalk to go to ground, the
tail will be lost.
3) The tail breaks off voluntarily.
4) The target reverses the tail.
Reverse Tail – The target can attempt to reverse the situation and tail his
opponent. Both combatants make a MR + Piloting + 1d10 roll (the lead has a -3 penalty).
If the lead succeeds, he now is the tail and automatically has Lock-On, and the former tail
moves ahead 2 hexes (100m). The lead may also use more advanced maneuvers such as
cobra maneuver or ViFFing.
Cobra Maneuver – This is a dangerous but useful tactic, that cannot be done in
conventional aircraft (they lack the necessary structure and directional thrusters). By
throttling full speed and then pulling back on the control stick while pushing all thrusters
“up”, the pilot can make his fighter rise up like a cobra. The fighter still moves forward
but also moves upward. Its primary use is similar to quick stop (see below), but is harder
for the chaser to counter. The pilot must make a piloting check at -4, and if successful the
pilot will not decelerate, but is considered to have decelerated by 24 MA for purpose of
the chaser’s speed. If the pilot is being tailed, the chaser must make a piloting check at -5
or overshoot the pilot. Cannot be done outside an atmosphere.
Once the velocity and G-force begins to reduce, the pilot can make his fighter
“slip” sideways to attack if his chaser also uses this technique.
Nape of the Earth – This is a dangerous, yet effective tactic where the pilot flies under
radar coverage by following the natural terrain features. This cannot be done at full
speed, and requires a piloting roll each round (failing usually means clipping the terrain
or crashing). The pilot must roll piloting with a -3 penalty up to MA 13 and -4 up to MA
44. This cannot be used at speeds over MA 44 (2,200 meters per round or Mach 5). While
using this maneuver, the unit imposes a -5 penalty to detection rolls by long-range land or
water based radar units.
QN69 Maneuver – This is a difficult maneuver involving multiple rolls and directional
changes while flying in any mode. The pilot must make an AGIL + Mecha Pilot roll at
TN 20, and then a BOD roll at TN 15 if successful to avoid blacking out for 1d6 rounds
from the increased G-forces. If the maneuver is successful, the pilot avoids all attacks for
that round (regardless of the attack roll) but cannot make any attacks of his own.
Quick Stop – Under normal circumstances, an aircraft can only decelerate 12 MA per turn
by safe methods. A pilot can deploy air breaks and flaps (and landing gears if he’s brave
enough) to create increased wind resistance to decelerate quicker. The pilot must make a
piloting check at -3, and if successful the pilot will decelerate up to 24 MA that round. If
the pilot is being tailed, the chaser must make a piloting check at -4 or overshoot the
pilot. Cannot be done outside an atmosphere.
Rock ‘n Roll – This is a collective phrase for rolling the plane back and forth to avoid
ballistics fire and reduce the chance of a missile lock. The pilot can use both actions in a
given round to make a defense vs. missiles roll (see basebook) with a +5 bonus.
Rolling Volley – This attack involves a fighter rotating while firing weapons; typically a
missile swarm. This requires both actions for a round, but provides both a +3 penalty to
enemy attack rolls as well as the TN to dodge/parry or shoot down your attack.
Tail Slide – This maneuver is another one used for evasive piloting. The pilot pulls the
aircraft into a climb and then gradually pulls back on the throttle near the top of the
climb. The aircraft will “hover” for one turn and then begin to fall back to the earth tail
first. The pilot then swings the nose in the direction he wishes and then pushes the
throttle. It is dangerous (-4 to piloting) but is quite effective in ditching a chaser. Cannot
be done outside an atmosphere (there is no up or down).
Transforming Dodge – With this maneuver, the pilot changes from one mode to another
(usually battroid to fighter) to take advantage of the increased speed or maneuverability
of the other mode. Quite often this is done to avoid incoming missiles or other projectile
fire. The pilot must make an AGIL + Mecha Pilot roll at TN 15 to shift forms in time. If
successful, the pilot can use the new mode’s bonuses to MV, MR and MA to avoid an
attack instead of the mode the VF was in when the attack was made.
Wingover – This is a basic maneuver used for high-speed turns. The pilot simply turns the
plane part of the way and rolls the plane so that it points in the direction desired. This
only has a -1 penalty to piloting rolls.
Vectoring in Forward Flight – (ViFFing) This maneuver can only be done by aircraft
with VTOL capabilities, such as most variable fighters. The pilot switches quickly from
horizontal thrust to vertical thrust. This maneuver is seen often in Macross when a VF in
fighter mode stops thrust, pivots the leg thrusters under to point forward, and re-engages
the thrust to stop quickly. The pilot (and chaser) make piloting checks as listed under
Quick Stop, but the pilot can drop his speed by up to 36 MA and gains a +2 bonus to
initiative next turn.
Destroids
Although the destroids are no longer a common part of the UN military machine,
their basic tactics are still taught to ground forces in the event they find themselves
piloting one. The destroids are akin to walking tanks, and as such, they use many of the
same tank tactics.
Weapon Rush – Destroids have heavy weapons and armor, granting them great power in
combat. By using both actions for a round, a destroid pilot can combined weapons’ fire
with a ram attack (see basebook). This cannot be used with missiles, weapons with any
blast or area of effect ratings or with any weapons that list a minimum range. The
destroid runs at the target full speed, fires a ranged weapon (or group of linked weapons)
and rams the target. This allows the attacker to add the damage inflicted by the weapon to
their ram attack for damage and knockback values. Because of the coordination required,
the attack roll suffers a -3 penalty; if the attack misses, the attacker is left off-balance and
grants the defender a +3 bonus to attack on their next action.
Capital Ships
Capital ships often possess huge arsenals of weapons and mecha compliments, as
well as having pinpoint barriers. As mentioned in the basebook, capital ship to capital
ship combat is quick and brutal.
Daedelus Attack – During the Macross’ voyage home, the crew developed this attack to
take out Zentraedi vessels that were much larger than the SDF-1. The attack requires half
of the SDF-1’s pinpoint barriers to be overlapped at the tip of the Daedelus as the SDF-1
“punches” deep into the hull of the opposing vessel. After the Daedelus is wedged into
the target, the deployment ramps in the front are opened, allowing the destroid
compliment to fire directly into the ship’s interior. During later series, this is also called
Macross Attack.
To use this tactic, the crew must first make a AGIL + Reflector Systems skill
check at TN 15 to properly align the shields to protect the Daedelus. After that, the crew
must make an INT + Tactics skill check at TN 15 to target the opposing vessel in a way
that will not cause damage to the sides of the Daedelus’ hull. Last of all, the crew must
make an AGIL + Starship Operation roll at TN 20 to disengage the target and move a
safe distance away before the target explodes.
The initial strike of the Daedelus attack will inflict 300K to the target and is
considered AP. After this, the secondary attack from the destroids and the Daedelus’ own
weapon systems can be treated as an alpha strike (see above) or inflicts an additional
1500K; either way, this damage ignores the armor since it comes from inside the main
hull and will also cause an automatic critical strike.
The Daedelus II was designed with a wedge-shaped hull and oversized thrusters
for mimicking this attack.
Tactical Fire – By firing weapons in multiple firing arcs (typically weapons of 100K or
less for this), a ship can provide defense for allied mecha or smaller ships in the area.
Instead of hitting any targets, this maneuver can grant allied mecha and ships of smaller
size within 1 km of the ship a +3 bonus to Dodge and countermissile rolls in each round
that tactical fire is maintained.
Formations
Pilots often use different formations to better suit their mission, the situation and
the craft used.
The above three are formations for a single wing of fighters. The trail formation is
used typically for standard flight, since the front (primary) firing arc is blocked for the
trailing two fighters. Abreast and Vic formations are used for attack runs where all
weapons may be used freely.
The two above formations are used for pairs of flights, and sometimes special
operations units. Oftentimes, the rear center unit in a Wedge formation is an electronic
warfare unit.
The four formations above use irregular unit strengths, and are typically used by
special operations groups that do not use standard flight structure.
Advanced Valkyrie
Stonewell/Bellcom & Shinnakasu VF-3000
AFOS
Designation of the alien artifact found on the ocean floor near Mayan Island
Alpha One
Shinsei Industry YF-19 Unit 2
Angel
Northrop Grummon/Stonewell/Shinsei VF-0 with reactive armor parts and QF-
2200D drone booster
Armored Valkyrie
Stonewell/Bellcom VF-1 with GBP-1S system
Armored VF-0
Northrop Grummon/Stonewell/Shinsei VF-0 with reactive armor parts
Arrow
Stonewell/Bellcom VF-4 Lightning III
ASS-1
Alien Star Ship (the Macross before being rebuilt)
Attack Valkyrie
VF-1 Plus with enhanced FAST Pack system
Big E, The
ARMD-03 Enterprise Stealth Carrier
Big M, The
New Macross Class Carrier Battle 7 of the Macross 7 fleet
Blazer Valkyrie
Shinsei Industry VF-19 Excalibur
Bluegazer
General Galaxy VF-22S Sturmvogel II (specifically Max’s personal unit?)
Booby Duck
Stonewell/Bellcom VF-1 with FAST Packs
Bug-eye
Boquomouxy Quel-Quallie
Deep Diver
Stonewell/Bellcom VF-1 with long range space equipment
Delta One
SDF-1 Macross
Dragon Kung Fu
Stonewell/Bellcom VF-1 with light armor system
Eagle One
Shinsei Industry YF-19 Unit 2
Eardrum Buster
ADR-04-Mk X Defender anti-aircraft defense robot
Elintseeker
Stonewell/Bellcom VE-1
Enemy Valkyrie
Zentraedi Variable Device
EVA (Enemy Variable Attacker)
Zentraedi Variable Device
Feious Valkyrie
Zentraedi Variable Device
Fire Valkyrie
Shinsei Industry VF-19 Kai
Fulcrum
Mikoyan MiG-29
Full-Armored Thunderbolt
Shinsei Industry VF-11 Thunderbolt with protect armor system
Funny Chinese
Stonewell/Bellcom VEFR-1 Valkyrie
Gabriel
Stonewell/Bellcom VF-1 with high-maneuver system
Ghostbird
Ghost X-9
Gunsight One
SDF-1 Macross
Longtom
HWR-00-Mk II Monster Heavy Weapons Robot
Medusa
Stonewell/Bellcom VF-3000 [note this is a non-Studio Nue designation]
Also refers to the VF-X-3
Mighty Bird
Stonewell/Bellcom VF-1 with heavy weapon system
Mylene Valkyrie
Shinsei Industry VF-11MAXL Kai
NUNS
New Unity Nations Spacy (another title for UN Spacy)
Omega One
General Galaxy YF-21 Unit 2
Pepper Mill
Little Rock missile launcher system
Phantom
QF-9iE Ghost II [note this is a non-Studio Nue designation]
Phoenix
VF-0 [unofficial designation; fan-based designation due to a single reference]
Reactive Armor VF-0
Northrop Grummon/Stonewell/Shinsei VF-0 with reactive armor parts
Siren
VF-X-4
SSP-1
Stonewell/Bellcom VF-1 with FAST Packs [note this is a non-Studio Nue name]
Star Mirage
Shinsei Industry VF-5000
Stealth Valkyrie
General Galaxy VF-17
Strike Valkyrie
Stonewell/Bellcom VF-1 with FAST Packs, one of which using a particle beam;
typically armed with RMS-1 missiles
Super Ostrich
Stonewell/Bellcom VF-1D with FAST Packs
Super Valkyrie
Stonewell/Bellcom VF-1 with FAST Packs
Timid Bunny
RC-4E Rabbit
Valkyrie
United Nations Variable Fighters (specifically VF-1, but generally covers all VFs)